
#include "SparkEditorApp.h"
#include "SparkEditorFrame.h"

#include "SparkEditorResource.h"

#include <thread>
#include <mutex>
#include <chrono>
#include <memory>
#include <filesystem>
#include <condition_variable>
#include <functional>

#include "Property.h"

bool SparkEditorApp::OnInit()
{
	Property::Type abc;

	std::function<int (int, int)> aaaa;

	std::function<int (int, int)>::result_type bbb;

	std::function<int(int)>::argument_type bbcb;

	std::function<int (int, int)>::first_argument_type first;

	Property* void1 = new PropertyUint8;
	uint8 aaa;
	void1->getProperty(&aaa);

	if (!wxApp::OnInit())
		return false;

	m_pSparkEditorFrame = new SparkEditorFrame(NULL, wxID_ANY, wxT("Spark3D Game Editor"), wxDefaultPosition, wxSize(800, 600));

	m_pSparkEditorFrame->Show();

	return true;
}

DECLARE_APP(SparkEditorApp)
IMPLEMENT_APP(SparkEditorApp)